Total War: WARHAMMER III

Total War: WARHAMMER III

Longer Battles Mod
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Update: 21 nov 2023 om 13:42
door Volcano

Version 1.6

-Adjusted Gatehouse health, to be compatible with the official 4.1.0 Patch (that now has gatehouses have different levels to match the settlement's walls). I noticed that CA doubled the old Gatehouse strength. While I applaud this change, as it is sufficient for the standard battle length, it is still not sufficient for the longer battles. So, rather than boosting the Gatehouse heath by 5x like before, now it is boosted by 2.5x to account for CA's base 2x change. This means that the base Gatehouse strength will be what it was before in this mod, but the 2nd and 3rd level buffs will be above this.

Update: 31 aug 2023 om 18:20

Sync update.

Update: 28 mei 2023 om 17:35

Sync update.

Update: 15 mei 2023 om 16:35

Version 1.5b

-After second thought, moved the missile height max coefficient parameter to my Realistic Accuracy Mod, because it really isn't necessary here (it doesn't make much difference to the overall outcome, and I want to consolidate it into a mod where it makes more sense to avoid a conflict within my own mods).

Update: 15 mei 2023 om 14:56

Version 1.5a

-Small correction to missile height max coefficient value.

Update: 15 mei 2023 om 14:48

Sync update.

Update: 27 apr 2023 om 7:26

Version 1.5

-Slightly adjusted the base to-hit probability by -5%, and increased the minimum base to-hit probability by +1%. This tiny adjustment makes a difference, and it is intended as a revision/refinement of the previous values to slightly increase melee duration to give a few more precious moments to observe the action.

Update: 24 apr 2023 om 14:31

Version 1.4

-Adjusted the summoned (spawned) unit duration to be scaled with the longer battles (now 1.5x the original duration). Specifically, when a unit is spawned by magic, it remains around for a certain period of time before it losses its "binding". Once this happens, its HP starts decreasing as its binding is weak, and then once it becomes critical the unit will disintegrate.

Since battles are now much longer here, it didn't make sense to keep the same short duration for the summoned/spawned units, because with the longer battle duration this makes them even less effective. Now their spawned duration has been increased and scaled with the longer battle length, so that once spawned they now have a longer period of time where their "binding" is stable. Once it because "weak" then they have a longer period of time where HP is loss, and that loss is reduced to match the increased time scaling. The overall effect being that these units will not stick around longer before disintegrating over time.

Update: 24 apr 2023 om 14:00

See Version 1.4 above.

Update: 13 apr 2023 om 16:09

Sync update.